#Shader Graph Gerstner Waves
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A video of how it looks like in motion and how your shader is set up currently would be more helpful
You need to do something like sin(dot(worldPosition.xz, windDirection) * frequency + speed * time) * amplitude.
I'm guessing you're probably missing the dot(worldPosition.xz, windDirection) and are just doing sin(worldPosition.x * frequency + time) or something
windDirection should be a normalized 2D vector pointing in the direction you want the waves to move. You can also calculate it based on a single 'angle' between 0 and 1, using something like "float2 windDirection = float2(cos(radians(windAngle * 2 * pi), sin(radians(windAngle * 2 * pi)));"